Mind's Eye | ||||||||
Paul McAuley | ||||||||
Simon & Schuster UK, 423 pages | ||||||||
|
A review by Greg L. Johnson
Paul McAuley could be the poster-boy for this phenomenon. His last novel, White Devils, was a tense exploration of a
near-future Africa caught up in a bio-engineered nightmare, but the science was a little too complicated and a little too real to
lure many readers away from Michael Crichton, and McAuley's own literary ambitions, the allusions to Apocalypse Now and
the desire to give his characters some emotional depth certainly could have left behind readers who are more interested in the
destruction that weapons can cause than in why they are being used.
Nevertheless, given the difference in sales numbers between the average SF novel and the average mass-market thriller, it's easy
to see that a book doesn't have to become a world-wide sensation in order to be a success from the viewpoint of the science fiction
writer. And if you're good at it, there's even less reason to not continue on your chosen path. Thus comes Mind's Eye,
the latest novel By Paul McAuley, a spies and ancient conspiracies thriller that matches White Devils page-by-page in
intensity and characterization, and outdoes it in the smooth way a bit of scientific speculation is woven into the basis of the
plot and historical background.
The story begins with an episode from the childhood of Alfie Flowers, one that left him with a mild form of
epilepsy. Years later, as a professional photographer, he sees a design by a graffiti artist that brings back his childhood
trauma. Alfie enlists the help of a friend, Toby Brown, and together they search for Morph, the graffiti artist.
Meanwhile, Harriet Crowley, a securities expert with ties to British Intelligence agencies is also hunting for Morph and the
glyph, not because of epilepsy but because the glyph can be used in a form of mind-control, the visual pattern in combination
with certain drugs goes right into the depths of the brain, provoking deep-ingrained responses and leaving the recipient open
to outside suggestion and control. The glyphs have been used before, in a disastrous experiment conducted by the CIA that
resulted in the deaths of thousands, and Harriet believes the men responsible have returned and are hunting
Morph. Mind's Eye starts out deceptively light, with its main character in pursuit of a family mystery, but from the
moment Harriet and Alfie's paths cross Mind's Eye is taught and tense, with a story that roams from England to the Middle East.
Mind's Eye may be a step closer to the mainstream than was White Devils, but SF readers will still find plenty here to
appreciate. The glyphs and their effect on human psychology is built on speculation and presented in a manner that would have
done Philip K. Dick proud. The recounting of the unleashing of the glyphs on an isolated village sounds eerily like the attack of
the forces of free-market consumerism in Frederik Pohl's The Merchants War, with the difference that Pohl plays the
idea for its satirical affect, while McAuley makes it all too real.
Mind's Eye probably won't propel McAuley's career into the same place as Stephen King, Michael Crichton and all
the others, but it should continue to build on the same audience that appreciated White Devils. If you enjoy a
good suspense story supported by solid speculation and interesting characters, Mind's Eye deserves a place on your reading list.
Reviewer Greg L Johnson couldn't help but notice some strange after-effects since vieweing a recent glyph exhibition in St. Paul, Minnesota. His reviews also appear in the The New York Review of Science Fiction. |
If you find any errors, typos or other stuff worth mentioning,
please send it to editor@sfsite.com.
Copyright © 1996-2014 SF Site All Rights Reserved Worldwide